Morgan McGuire
Assistant Professor of Computer Science

<morgan (at) cs.williams.edu>

47 Lab Campus Drive
Computer Science Department
Williams College
Williamstown, MA 01267

Curriculum Vitae [DOC] [PS] [PDF]
Consulting Resume [DOC] [PS] [PDF]

I have accepted a position at Williams College. Please refer to my new website.
I was a PhD student in the Brown University Graphics Group working with John Hughes and occasionally in the PLT (Language) Group with Shriram Krishnamurthi.

My recent work is in two areas. At Brown I work on games research: technology applicable to the development of interactive entertainment like computer games. In collaboration with MERL I work on computational videography: using computers to enhance and extend digital video.

Selected Publications

All Projects

Morgan McGuire, George Stathis, Hanspeter Pfister, and Shriram Krishnamurthi. Abstract Shade Trees. To appear in Proceedings of I3D 2006, Redwood City, CA.

My annual SIGGRAPH for Game Developers series.

Morgan McGuire and Peter Sibley. A Heightfield on an Isometric Grid. SIGGRAPH 2004 Sketch; 2005 Tech Report

Morgan McGuire, Wojciech Matusik, Hanspeter Pfister, John F. Hughes, and Fredo Durand. Defocus Video Matting. SIGGRAPH 2005

Morgan McGuire and Wojciech Matusik. Defocus Difference Matting. SIGGRAPH 2005 Sketch

Sascha Becker, Shawn Greenlee, Dmitri Lemmerman, Morgan McGuire, Nicholas Musurca, and Noah Wardrip-Fruin. Cave Writing: Toward a Platform for Literary Immersive VR. SIGGRAPH 2005 Sketch

Pawel Wrotek, Alexander Rice, and Morgan McGuire. Real-Time Bump Map Deformations using Graphics Hardware. to appear in jgt, 2005. An early version of this work previously appeared as SIGGRAPH 2004 poster and took 2nd place in the ACM SIGGRAPH Student Research Competition.

Morgan McGuire. Observations on Silhouette Sizes. jgt, vol 9, no 1, 2004.

Harold S. Stone, Bo Tao, and Morgan McGuire. Analysis of image registration noise due to rotationally dependent aliasing, J. Vis. Commun. Image. R. 14 (2003) pp. 114-135. [PDF]

Morgan McGuire and Harold S. Stone. Techniques for Multiresolution Image Registration in the Presence of Occlusions. IEEE Transactions on Geoscience and Remote Sensing 38(3):1476-1479, May 2000 An early version of this paper appeared in Proceedings of Image Registration Workshop pp.101-122, 1997 [PPT Talk] [DOC]

Harold S. Stone, J. LeMoigne, and Morgan McGuire. The Translation Sensitivity of Wavelet-Based Registration. IEEE Transactions on Pattern Analysis and Machine Intelligence 21(10):1074-1081, 1999 An early version of this paper in Proceedings of the 26th AIPR Workshop, Proceedings of the SPIE, Exploiting New Image Sources and Sensors 3240:116-125, 1997 [PDF]

Morgan McGuire and John F. Hughes. Hardware Determined Edge Features. Proceedings of the Non-Photorealistic Animation and Rendering 2004 (NPAR '04), Annecy, France, June 7-9, 2004. Originally titled "NPR on Programmable Hardware".

Morgan McGuire, Shriram Krishnamurthi, and John F. Hughes. Programming Languages for Compressing Graphics. Proceedings of ESOP 2002. http://www.cs.brown.edu/people/morgan/evolver/index.html [PDF] [PS] [PPT Talk]

Morgan McGuire, System and method for compile-time checking of units. United States Patent 6,598,186 issued July 22, 2003 [HTML]

Morgan McGuire. Image Registration Method. United States Patent 6,266,452 issued July 24, 2001 [HTML] [PPT Talk] An early version of this work appeared as Morgan McGuire. An image registration technique for recovering rotation, scale and translation parameters. NEC Tech Report, Feb. 1998. [PDF]

Morgan McGuire, John F. Hughes, Kevin Egan, Mark Kilgard, and Cass Everitt. Fast, practical and robust shadows. Brown Univ. Tech. Report CS03-19, Oct 27, 2003.

Morgan McGuire, Guide to Cg 1.1. graphics3d.com, Sept 10, 2003. http://graphics3d.com/guides/cg_1_1/index.html

Morgan McGuire, Five Ways I Improved My Coding Workflow. flipcode, October 10 2002, http://www.flipcode.com/articles/article_codingworkflow.shtml

Morgan McGuire, Guide to Cg Runtime 1.0. graphics3d.com, June 21, 2002. http://graphics3d.com/guides/cg/index.html

Morgan McGuire, Guide to CVS. graphics3d.com, http://graphics3d.com/guides/cvs/index.html

Morgan McGuire, Guide to Emacs. graphics3d.com, http://graphics3d.com/guides/emacs/index.html

Morgan McGuire. Efficient Shadow Rendering. in GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, R. Fernando ed. Addison Wesley, 2004, ISBN: 0-321-22832-4

Morgan McGuire. The Curl 2D Immediate Mode Graphics API. Masters Thesis, MIT, May 21, 2000 [DOC] [PS] [PDF]

iCompile C++ compilation made easy for Linux and OS/X.
Graphics3D Open Source C++ 3D library.
Splay DemoDemonstration and Java source for Sleator & Tarjan's Splay Tree structure.
Linux _kbhit()Non-blocking check for key press on Linux.
2D OBB Intersection2D optimized version of Gottschalk's separating axis method.
Safe sprintfC-style string formatting without buffer overflows.
Artificial Animator Java based computer artist that uses genetic algorithms. Includes my Java image processing routines.
FoolProofSchemeLibrary for pre- and post-conditions (aka run-time type checking) under PLT Scheme V200.
RegCleanA sample VB Script program that removes the RealPlayer status bar icon.
GameKitToy IDE for teaching CS through game development.
Lambda CalculusA substitution interpreter for lambda calculus written in C++.


FoolProofScheme
library for pre- and post-conditions (aka run-time type checking) under PLT Scheme V200
demo.scm
foolproofscheme.ss
typedproc.ss
basescheme.ss


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